Comments (4)
Automated units are supposed to have only "automated true" set, not the action - this is so that automated units can have a state, like "set up", "fortified", etc, without taking them out of automation
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So UnitActionType.ConnectRoad isn't supposed to be treated as automated?
from unciv.
ConnectRoad is a specific action we ask the unit to do. You could consider that automation or not, that's semantics.
What the unit is not, is Automated, with a capital A. Capital A Automated units are set into that mode by the user, and from then on do whatever they think is best. In fact an automated unit could decide that it needs to connect a road and then it's be doubly automated
from unciv.
What the unit is not, is Automated, with a capital A
Then the connect road code is bugged in a minor way - perfect, all perceived inconsistencies explained.
from unciv.
Related Issues (20)
- Unciv on OpenAPK HOT 8
- AI joins war with ally AI against a dead civilisation HOT 1
- 4.12.10 boom all mods that include Atlases.json HOT 1
- New capital renamed New Babylon/Carthage/Rome, only affects these 3 nations HOT 2
- Nation/City State icon before city name in Wonders and Notifications Overview HOT 6
- Auto production on Work Boats
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- retracted
- AI: Balancing of accepting "unfavorable" trades (reason in this example related to gifted gold) HOT 11
- Unique stopped working, +1 HOT 2
- AutoEndturn bypassed Disabled Auto Build roads Option HOT 2
- Cannot enter Game in 4.12.12 in Android HOT 3
- Barbarian encampments appearing on map, even without Honor selected HOT 3
- Mod checker objecting to acceptable mapUnitFilter combinations
- Выдает ошибку HOT 1
- Feature request: option to disable animations
- Instant crash after update to 4.12.12 - SOLVED with 4.12.12-patch1 HOT 1
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- Feature request: Change Difficulty in Console
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